This topic is one for stubborn people. Of course Yooka Laylee was flawed but I've seen many complaints that didn't make sense to me or even worried me. The worst one was someone complaining about having to collect 100 pagies to beat the game. I hate how some modern games can be rushed through and then don't give the player a meaningful incentive to continue. What do y'all want them to NOT learn?

That's a tough one, since Yooka has flaws and goodness in similar departments (for example the world layout / size: In world 2: way too big & empty, in world 5 pretty much perfect). Also, they should keep voice mumbling in my opinion, but work on the actual sounds.

The pagie count is also good, they should keep that, but use the placement more as a guidance for the player.

I saw someone say that there should be marks on a map pointing towards where collectibles are - um, no thanks!

What's the point of even playing an adventure collectathon if they're not even going to adventure and find things themselves?!?

On a related note, I don't want them to make their games easier just because some people whinge that something is a bit hard - there's no satisfaction to finishing a game if there aren't some bits that are hard to work out (eg puzzles) or hard to do (eg challenging platforming sections).

I saw someone say that there should be marks on a map pointing towards where collectibles are - um, no thanks!

What's the point of even playing an adventure collectathon if they're not even going to adventure and find things themselves?!?

Absolutely that. This is what they should keep. Guidance should only come through level design, no pop-ups, mission menus or mini maps please.

ShanPen wrote:On a related note, I don't want them to make their games easier just because some people whinge that something is a bit hard - there's no satisfaction to finishing a game if there aren't some bits that are hard to work out (eg puzzles) or hard to do (eg challenging platforming sections).

Agree as well, if the challenge is fair & the controls flawless, there's no reason to make things easier. Donkey Kong Country: Tropical Freeze is the best example.

I saw someone say that there should be marks on a map pointing towards where collectibles are - um, no thanks!

What's the point of even playing an adventure collectathon if they're not even going to adventure and find things themselves?!?

On a related note, I don't want them to make their games easier just because some people whinge that something is a bit hard - there's no satisfaction to finishing a game if there aren't some bits that are hard to work out (eg puzzles) or hard to do (eg challenging platforming sections).

Absolutely agree on both points. I worry that Playtonic will read all these whining comments and dumb the next game down for them. I sure hope not.

I agree with all the comments regarding not hand-holding. It's one of the most important things, in my opinion, that Playtonic needs to do going forwards. The original Gloomy Gem Grotto was one of the most challenging sections of the game for me. I felt like I was back in the 90's playing an actual N64 game, and it was exhilarating. I'm still sad that I can't play that version of it anymore. Keep the challenge.